Commando Archive
Thread: Pre-Combat Balance Change Suggestions
There are a few changes I would make to this profession.
For PVE give us something the can actually hurt high level mods.
For PVP give us commando center of being and cut the special fire rate in half.
For PVE and PVP give us a butt stroke to the head special.
For PVP and PVE increase our defense capability especially the knockdown defense.
For PVP and PVE improve our accuracy
Bingo.
Latenighter wrote:
Excellent point Odai.
If they ensure that you throw the grenade beyond blast radius, then the blast damage to the thrower is a non issue.
The only problem for consistency is that the bomb droids can go off with the user in the blast radius and the "thrower" is not damaged. Same with CM's. They can throw area poison/disease but it does no damage to them. Only Commando's have the precious ability to commit suicide using one of their weapons. If they want to apply the downside to bomb droids and CM's and have them kill themselves with their own weapons too, then it will make things even at least.
Otherwise, treat us the same and don't let us kill ourselves.
RIEN
Master Commando - Corbantis
Thanks...
Remember...the key thing to this is probably "the easier it is, the more likely we could get it"...
TH has made no problems, but I'm sure they realize that we all still have a long wait until the CB hit's live...and most of us have been waiting since before Publish 7 when we got seriously NERF'd...He wants to know what they MIGHT be able to do for us and other professions in the mean time...no promises though...
Or the few of us who've been waiting since the 2nd week after launch... ![]()
Also...great list...cant really add anything, cuz what I wanted to add has already been said...and been said mmaaannny times in the past..frankly..im outa ideas! A lotof our problems have been reoccuring for nearly a year now....
- It's a weaker clone of the Flame Thrower
- Less Damage then the Flame Thrower (and no AP)
- No DoT
- Shares the 16m Range Restrictions
- Shares the Combat Queue Delay penalty on all of it's specials
- Most NPCs with high Heat Resists ALSO have high Acid Resists
- Slightly Lower Damage level and then give AP2 or AP3 (NOTE: they won't give us AP based on the HAR power according to what TH has told me in the past...that's why I suggest lowering the power slightly)
- Remove Combat Queue Delay penalty (mainly because of the lower damage and NO DOT)
- Increase Range of Specials to at least 32m (more preferably 64m of course)
- Merge the Acid Tree with the Flame Tree (this couldwait to bea CB change)
For the above suggested changes, no new animations or artwork would be needed, only programing changes, and this would create a more unique weapon for Commandos to use strategically. Commandos are a cross between a Melee and Ranged Professions so it makes sense that they have a weapon that is at least capable of specials inbetween Melee and Ranged restrictions (32m).
Commandos were originally given a Combat Queue delay timer on all of their specials as a penalty price for high damage capability. Since then, Commandos have had their power severly NERF'd to the point where they are out-damaged by other non-penalized professions when Damage Per Second is considered, mainly thanks to the Combat Queue delay timer, poor speed of our weapons and poor accuracy.
While we wait for the Combat Balance to go live, the Combat Queue delay should be removed or severely reduced to improve the Commandos capabilities with our weapons. Other ingame penalties, including poor accuracy, speed and high heat/acid resists will still keep Commandos in check.
The Weapon Delay Timer has been put in place as discouragement on frequent weapon switching. Because of this, Commandos are now being encouraged to keep their Flame Throwers equiped longer and not rely on dabbled weapon skills to "enhance" our already lacking strategic abilities. This has, in turn, increased the potential of being out damaged by other professions that cost less skill points and have far less or no restrictions.
Commandos cost more skill points and have less defenses then many other Combat Professions. It does not make sense to penalize our one working weapon when other less skill point costing professions are capable of higher damage rates and at the same time get higher defenses.
If the CB is meant to take our Power into consideration based on the penalties and such, then remove the penalty now and add it back in when the CB goes live. Give us this now to help Commandos compete.
Awhile back on TC for a couple of nights the Delay was accidently removed. I was able to test using the Commando weapons minus the delay and it definitely made up for the reductions we received prior to the Publish 7 NERF and in no way over-powered us. It actually made me want to keep my Flame Thrower equiped longer, not relying on my secondary TKA skills to set up for a Flame Special, and therefore this would be a FIX to go with the new Weapon Delay added ingame.
Skeptic666 wrote:
one more make it so Grenades don't hurt the user or make the cms and bomb driods hurt the users!
Grenades are still a HUGE priority to me...but if I had to rank the top 2 changes out of 3 choices (the 2 listed above and Grenades), I'd personally put Grenades in 3rd place...My reasoning is that I feel we could get more out of a 32m ranged weapon more then we could get out of a 5 pack grenade...
Grenades I want to see receive lots of love, the above changes I posted are quick fixes to make things better while we wait for other real fixes like Grenades and such...